![]() |
vkmEngine 1.0.0
A C++ game engine · vkmengine.com
|
Collision geometry attached to an entity, evaluated in its Transform frame. More...
#include <collider.h>
Public Attributes | |
| std::vector< ColliderPart > | parts = { ColliderPart{} } |
| One or more parts; a single unit box by default. | |
| std::vector< glm::vec3 > | meshPoints |
| The mesh part's triangle corners, three a triangle, in the part's frame, scaled by meshScale. | |
| std::vector< MeshNode > | meshNodes |
| Bounding hierarchy over meshPoints, built with them. | |
| MeshColliderSource | meshBuiltFrom |
| What the two above were built from. | |
| bool | isTrigger = false |
| bool | enabled = true |
| False: inert - no broadphase entry, no contacts, no debug draw. | |
Collision geometry attached to an entity, evaluated in its Transform frame.
One part for a simple collider, many for a mesh-fitted one ("Fit to Mesh"). The narrowphase runs per pair of parts (see ColliderProxy). A parented body's pose is its world transform, walked at gather.
| std::vector<glm::vec3> Vkm::Engine::Collider::meshPoints |
The mesh part's triangle corners, three a triangle, in the part's frame, scaled by meshScale.
Derived: syncMeshCollider (system/physics/authoring/mesh_collider.h) rebuilds them whenever the mesh or scale differs from meshBuiltFrom; a scene file holds only the mesh's name. Kept here because a query is handed the scene alone.
| bool Vkm::Engine::Collider::isTrigger = false |
Reports overlaps as TriggerEvents; gets no impulse response.